Re: Hit reg issues, TTK vs TTD inconsistency.
@DeepSixxxx wrote:@cso7777Apex net code is basically the 8th wonder of the world in terms of net code, and thus why companies are sponsoring players and sponsoring multi-millions of dollars of tournaments on an almost weekly basis, tournaments that mostly are played online and not on LAN as the net code is so incredible that it allows fair gameplay even when big money is at risk...
One reason Apex can have a lower tick rate is that it refreshes the entire map, not segments of the map like BF 2042. For much greater detail, check out my link to the "Apex Deep Dive" article I posted a few months ago if you want to get lost in the genius of APEX net code artistry...
Posted last August in BF 2042 forum:
https://answers.ea.com/t5/General-Discussion/EA-Lag-Compensation-Deep-Dive/m-p/11726514#M126592
Per EA Deep Dive article for Apex Legends, copied and pasted below - written by Samy (Ricklesauceur)...
https://www.ea.com/games/apex-legends/news/servers-netcode-developer-deep-dive
(note lag compensation, no-registration, tickrate, etc explained in great detail in the link above for EA blockbuster title Apex Legends)
Definitely a good read, but they downplay the tick rate. In their example, the difference between 20 and 60 tick rate servers is 3 frames vs 5 frames (60% increase), and that is solely based on 60 fps. It would be bigger with higher fps. Also, the scenario also changes based on the player's ping.
The problem as pointed out in this thread and some others is 45Hz is actually worse than 30Hz because it is not synched with any other timing system in the game. Nothing divides evenly. So you lose frames at every step (Client>Server>Client).